Why this is better solution than simple manage textures by fields
First of all my game code is smaller. Smaller code = less bugs.

Second and more more important thing is that solution gives me simple way to manage textures. If I want to remove one texture I will just remove it from enum, then I will see where this texture was used and clean all code.

Lately I was working on graphics for Remember Me. Even if there is only couple of downloads of this Android game I was requested to change graphics to something more light.

This is what I was created using GIMP and Pinta – yes both Linux. I use Linux for Android development now, it works faster than Vista.

As you can see backgroud is changed. Also I added animated colourful clouds as a background of level buttons. There is only 3 levels now EASY, MEDIUM and HARD I decided that other levels did not make any difference.
Finally final compare screen is changed, it is more readable now.

It will be Rectangle – that is simplest way.
To handle all object I should create a Map – it will be managed from our Scene (defined in p.4).

Map radarObjectsMap = new HashMap();

Dots will be draw on rectangle but first I must find a way to transform space points to radar points.
To calculate x position of the object I get it is X position in the space and devide it by space width – this is my percentage of the space where object is paced, so this is also percentage of position on radar.
It is very simple and can be done like this:

Pos is special class that contains only fields: x,y, width and height.

I must add methods to handle adding, removing and moving objects on the radar.
I will just use Map. In adding I will define size of the object, first position and color. to define position I will use my method from above. Also I will check if Map already contains this object:

4)
To define scene I will extends Scene from AndEngie API and in each attachChild and removeChild I will call Radar methods to add and remove objects. Finally I define UpdateHandler to manage object movement.

Most of sprites in games has states that will change after fires some event.

Simple example:
We have one sprite “Dot”. This sprite has 3 states. Sprite can be clicked, when it will change state. Every state has different texture.

SHOW_EMPTY – empty Dot, sprite will not change it state
SHOW_SELECTED – Dot will be filled, sprite will not change it state
DRAW_EMPTY – Empty dot to change, sprite will change state to DRAW_SELECTED
DRAW_SELECTED- Filled Dot to change, sprite will change state to DRAW_EMPTY

BAD SOLUTION
We will use “if … else” statement and some methods and fields to handle states.

Finally after 2 weeks of learning Android and AndEngine my game is posted to GetJar.com.

Memory like game with minimal graphics and simple game play.

I’m Java Developer specialized in Web Application and for me AndEngine was easy to learn. It is best for simple 2D games because most of work is done – manage sprites, scaling, base Activity. Of course most of you already know that it is free Engine.

About the game

“Remember Me: Characters” is “clone” of Memory game. Player must remember shape of letter and draw it on blank canvas.

Game in version 1.0 contains Greek, Cyrillic, Chinese, Armenian, Hebrew, Arabic, Syriac, Thaana, Thai characters so there is no chance to get bored.

For trainings you can choose 90% of character to be shown, after some training next levels are ready to play for most experienced players there is 0% of hints level.